"Phase 2" - November work-in-progress video

I’ve just uploaded a new work-in-progress video from my current version of Projekt “W” - Phase 2. It’s been some time since my last posting on “Phase 2”, and though I didn’t have that much time to work on it I still got a lot of stuff done, and what’s better than showing screenshots of that new stuff? Correct, showing an HD video of it : As you can see I (once again) redid the whole user interface. [Read More]

glCapsViewer - Mac OS X version

Thanks to the kind help of damadmax (a user from the delphigl.com forums) I can now also offer a Mac OS X version of glCapsViewer, so all you mac users out there can now start submitting your reports. With Mac OS X now also available the most common operating systems are covered, so hopefully the OpenGL capability database will grow into a valuable source for all OpenGL developers out there. [Read More]

glCapsViewer 0.5 + SQL database

I’ve just released version 0.5 of glCapsViewer, and though the tool itself doesn’t seem that much different from 0.4, the real difference is in what’s behind it. Cause I’ve dropped the simple PHP listing (and searching) of uploaded XML files in favour of a real SQL database. This is not only much faster but allows for a lot of new features, and one these first new features (and propably one of the most important) is the possibility to compare (up to eight) reports in a single page. [Read More]

glCapsViewer - OpenGL capability viewer + online database

If you’re creating OpenGL apps (no matter if games, apps or demos) that you want to distribute, you often get error reports from user with the oddest things happening on their systems. Recently I distributed a benchmark for “Phase 2” to some people and after hours of trying to get it working for everybody I noticed that some of the testers had graphics cards that supported shaders (vertex and fragment) but no framebuffer objects, a pretty odd combination. [Read More]

Color selection, FBOs and traditional render-to-texture

In what happens to be a rarity nowadays you’ll now get exactly what you could guess from the caption of this posting. I’ve been working on those three things yesterday and today and thought I might share some of my experience implementing color selection the right way into a complex user interface. Those of you that coding apps/games/whatever using OpenGL might know that the old selection functionality of OpenGL (which wasn’t that bad at all) is a no-go nowadays, mainly due to the fact that it’s done in software for some time now by all big graphics cards vendors and therefore sadly disqualifies it for a realtime usage. [Read More]

Secret agency and some icons

As already told (countless times I guess now) I’m still working on the new GUI but I’m making good progress. Only one window needs to be transitioned over to the new GUI before I can call this milestone done and move over to work on other stuff like adding content and functionality. My current plan is to have a version with the new GUI and all features (only one feature of “Phase 2” is missing) done that I can release for public testing by this yeas end. [Read More]

New toy (HD6850)

Back in the days before I got myself a PS3 I used to upgrade my PC every year. But since then (early 2009) I haven’t really bought any new PC games and thus never felt the need to upgrade my hardware. But well, my HD4850 (512 MB) started to show it’s age, especially when I wanted to play The Witcher 2 (I loved the first one, and the second one seems to be a great RPG too) and realized that even at lowered details and dialed back resolution (which isn’t really nice when you have a big display) the game was chugging along (20~25 fps with a lot of stuttering). [Read More]

The eternal circle of GUI design (and some new screenshots)

Odd title, but it perfectly describes my “workflow” when it comes down to the GUI of “Phase 2”. But since the user interface is such a crucial part for a complex strategy game I don’t feel bad when putting hours and hours (and days) into optimizing the interface of a single “window”, especially seing as how horribly one of my old drafts looked. And yes, I really like the current UI. [Read More]

Game design : Game modes

Something that has been lacking in “Phase 1” was replayabilty or better said the motivation to replay the game. This was mainly due to the fact that there was only on single game mode (now called “default”) to choose from in both singleplayer and hotseat games. So basically each game played the same except for maybe the player playind it different or the random factors that change some of the AI’s behaviour. [Read More]

Game design : Coastal building spots

Once again personal things kept me from posting news recently, so excuse the big gap between the last (game design related) posting and this one. Though I haven’t posted news recently I still worked on the game almost every day and a lot of things have been changed, added and done. So expect a higher posting frequency in the near future concerning my progress on “Phase 2”! Something that has been implemented into the game from the very first prototype onwards was a property for all regions with a coast. [Read More]